wip(0.S3): the runtime migrated - ludic migrate state --runtime <every program>: 331 vars into 25 states (RtInputState, RtGlState, ...), 2 lets; its states are made before it boots; no module-level var is let through outside --globals
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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38 changed files with 53877 additions and 53251 deletions
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@ -19,106 +19,108 @@ const FX_SPARK_LIFE_JITTER: int = 8
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const FX_SPARK_SPEED: int = 3 # px per frame, each axis, either way
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const FX_NUMBER_LIFE: int = 30 # frames; a number rises one pixel every other frame
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var fx_ready: bool = false
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var fx_sx: words = null
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var fx_sy: words = null
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var fx_svx: words = null
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var fx_svy: words = null
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var fx_slife: words = null
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var fx_scolor: words = null
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var fx_ssize: words = null
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var fx_sn: int = 0
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var fx_nx: words = null
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var fx_ny: words = null
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var fx_nvalue: words = null
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var fx_nlife: words = null
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var fx_ncolor: words = null
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var fx_nn: int = 0
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function fx_init() -> void {
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if fx_ready { return }
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fx_sx = words(FX_MAX_SPARKS); fx_sy = words(FX_MAX_SPARKS)
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fx_svx = words(FX_MAX_SPARKS); fx_svy = words(FX_MAX_SPARKS)
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fx_slife = words(FX_MAX_SPARKS); fx_scolor = words(FX_MAX_SPARKS); fx_ssize = words(FX_MAX_SPARKS)
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fx_nx = words(FX_MAX_NUMBERS); fx_ny = words(FX_MAX_NUMBERS)
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fx_nvalue = words(FX_MAX_NUMBERS); fx_nlife = words(FX_MAX_NUMBERS); fx_ncolor = words(FX_MAX_NUMBERS)
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fx_ready = true
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export state RtFxState {
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fx_ready: bool = false
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fx_sx: words = null
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fx_sy: words = null
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fx_svx: words = null
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fx_svy: words = null
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fx_slife: words = null
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fx_scolor: words = null
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fx_ssize: words = null
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fx_sn: int = 0
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fx_nx: words = null
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fx_ny: words = null
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fx_nvalue: words = null
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fx_nlife: words = null
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fx_ncolor: words = null
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fx_nn: int = 0
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}
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function fx_sparks(x: int, y: int, color: int, count: int) -> void {
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fx_init()
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function fx_init(rt_fx_st: mut RtFxState) -> void {
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if rt_fx_st.fx_ready { return }
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rt_fx_st.fx_sx = words(FX_MAX_SPARKS); rt_fx_st.fx_sy = words(FX_MAX_SPARKS)
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rt_fx_st.fx_svx = words(FX_MAX_SPARKS); rt_fx_st.fx_svy = words(FX_MAX_SPARKS)
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rt_fx_st.fx_slife = words(FX_MAX_SPARKS); rt_fx_st.fx_scolor = words(FX_MAX_SPARKS); rt_fx_st.fx_ssize = words(FX_MAX_SPARKS)
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rt_fx_st.fx_nx = words(FX_MAX_NUMBERS); rt_fx_st.fx_ny = words(FX_MAX_NUMBERS)
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rt_fx_st.fx_nvalue = words(FX_MAX_NUMBERS); rt_fx_st.fx_nlife = words(FX_MAX_NUMBERS); rt_fx_st.fx_ncolor = words(FX_MAX_NUMBERS)
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rt_fx_st.fx_ready = true
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}
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function fx_sparks(rt_fx_st: mut RtFxState, rt_rng_st: mut RtRngState, x: int, y: int, color: int, count: int) -> void {
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fx_init(rt_fx_st)
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var i = 0
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while i < count {
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if fx_sn >= FX_MAX_SPARKS { return }
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fx_sx[fx_sn] = x
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fx_sy[fx_sn] = y
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fx_svx[fx_sn] = rt_rng_range(-FX_SPARK_SPEED, FX_SPARK_SPEED)
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fx_svy[fx_sn] = rt_rng_range(-FX_SPARK_SPEED, FX_SPARK_SPEED)
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fx_slife[fx_sn] = FX_SPARK_LIFE + rt_rng_range(0, FX_SPARK_LIFE_JITTER)
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fx_scolor[fx_sn] = color
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fx_ssize[fx_sn] = 1 + rt_rng_range(0, 2)
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fx_sn += 1
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if rt_fx_st.fx_sn >= FX_MAX_SPARKS { return }
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rt_fx_st.fx_sx[rt_fx_st.fx_sn] = x
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rt_fx_st.fx_sy[rt_fx_st.fx_sn] = y
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rt_fx_st.fx_svx[rt_fx_st.fx_sn] = rt_rng_range(rt_rng_st, -FX_SPARK_SPEED, FX_SPARK_SPEED)
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rt_fx_st.fx_svy[rt_fx_st.fx_sn] = rt_rng_range(rt_rng_st, -FX_SPARK_SPEED, FX_SPARK_SPEED)
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rt_fx_st.fx_slife[rt_fx_st.fx_sn] = FX_SPARK_LIFE + rt_rng_range(rt_rng_st, 0, FX_SPARK_LIFE_JITTER)
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rt_fx_st.fx_scolor[rt_fx_st.fx_sn] = color
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rt_fx_st.fx_ssize[rt_fx_st.fx_sn] = 1 + rt_rng_range(rt_rng_st, 0, 2)
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rt_fx_st.fx_sn += 1
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i += 1
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}
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}
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function fx_number(x: int, y: int, value: int, color: int) -> void {
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fx_init()
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if fx_nn >= FX_MAX_NUMBERS { return }
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fx_nx[fx_nn] = x
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fx_ny[fx_nn] = y
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fx_nvalue[fx_nn] = value
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fx_nlife[fx_nn] = FX_NUMBER_LIFE
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fx_ncolor[fx_nn] = color
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fx_nn += 1
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function fx_number(rt_fx_st: mut RtFxState, x: int, y: int, value: int, color: int) -> void {
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fx_init(rt_fx_st)
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if rt_fx_st.fx_nn >= FX_MAX_NUMBERS { return }
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rt_fx_st.fx_nx[rt_fx_st.fx_nn] = x
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rt_fx_st.fx_ny[rt_fx_st.fx_nn] = y
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rt_fx_st.fx_nvalue[rt_fx_st.fx_nn] = value
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rt_fx_st.fx_nlife[rt_fx_st.fx_nn] = FX_NUMBER_LIFE
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rt_fx_st.fx_ncolor[rt_fx_st.fx_nn] = color
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rt_fx_st.fx_nn += 1
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}
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function fx_clear() -> void { fx_sn = 0; fx_nn = 0 }
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function fx_clear(rt_fx_st: mut RtFxState) -> void { rt_fx_st.fx_sn = 0; rt_fx_st.fx_nn = 0 }
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# drop spark i by moving the last one into its slot
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function fx_drop_spark(i: int) -> void {
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let last = fx_sn - 1
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fx_sx[i] = fx_sx[last]; fx_sy[i] = fx_sy[last]
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fx_svx[i] = fx_svx[last]; fx_svy[i] = fx_svy[last]
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fx_slife[i] = fx_slife[last]; fx_scolor[i] = fx_scolor[last]; fx_ssize[i] = fx_ssize[last]
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fx_sn = last
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function fx_drop_spark(rt_fx_st: mut RtFxState, i: int) -> void {
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let last = rt_fx_st.fx_sn - 1
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rt_fx_st.fx_sx[i] = rt_fx_st.fx_sx[last]; rt_fx_st.fx_sy[i] = rt_fx_st.fx_sy[last]
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rt_fx_st.fx_svx[i] = rt_fx_st.fx_svx[last]; rt_fx_st.fx_svy[i] = rt_fx_st.fx_svy[last]
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rt_fx_st.fx_slife[i] = rt_fx_st.fx_slife[last]; rt_fx_st.fx_scolor[i] = rt_fx_st.fx_scolor[last]; rt_fx_st.fx_ssize[i] = rt_fx_st.fx_ssize[last]
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rt_fx_st.fx_sn = last
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}
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function fx_drop_number(i: int) -> void {
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let last = fx_nn - 1
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fx_nx[i] = fx_nx[last]; fx_ny[i] = fx_ny[last]
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fx_nvalue[i] = fx_nvalue[last]; fx_nlife[i] = fx_nlife[last]; fx_ncolor[i] = fx_ncolor[last]
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fx_nn = last
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function fx_drop_number(rt_fx_st: mut RtFxState, i: int) -> void {
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let last = rt_fx_st.fx_nn - 1
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rt_fx_st.fx_nx[i] = rt_fx_st.fx_nx[last]; rt_fx_st.fx_ny[i] = rt_fx_st.fx_ny[last]
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rt_fx_st.fx_nvalue[i] = rt_fx_st.fx_nvalue[last]; rt_fx_st.fx_nlife[i] = rt_fx_st.fx_nlife[last]; rt_fx_st.fx_ncolor[i] = rt_fx_st.fx_ncolor[last]
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rt_fx_st.fx_nn = last
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}
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# once per Update: move and age everything, dropping what expired
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function fx_tick() -> void {
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if not fx_ready { return }
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function fx_tick(rt_fx_st: mut RtFxState) -> void {
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if not rt_fx_st.fx_ready { return }
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var i = 0
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while i < fx_sn {
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fx_sx[i] += fx_svx[i]
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fx_sy[i] += fx_svy[i]
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fx_slife[i] -= 1
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if fx_slife[i] <= 0 { fx_drop_spark(i) } else { i += 1 }
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while i < rt_fx_st.fx_sn {
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rt_fx_st.fx_sx[i] += rt_fx_st.fx_svx[i]
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rt_fx_st.fx_sy[i] += rt_fx_st.fx_svy[i]
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rt_fx_st.fx_slife[i] -= 1
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if rt_fx_st.fx_slife[i] <= 0 { fx_drop_spark(rt_fx_st, i) } else { i += 1 }
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}
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i = 0
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while i < fx_nn {
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fx_nlife[i] -= 1
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if fx_nlife[i] % 2 == 0 { fx_ny[i] -= 1 }
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if fx_nlife[i] <= 0 { fx_drop_number(i) } else { i += 1 }
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while i < rt_fx_st.fx_nn {
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rt_fx_st.fx_nlife[i] -= 1
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if rt_fx_st.fx_nlife[i] % 2 == 0 { rt_fx_st.fx_ny[i] -= 1 }
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if rt_fx_st.fx_nlife[i] <= 0 { fx_drop_number(rt_fx_st, i) } else { i += 1 }
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}
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}
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# once per Render, after the sprites: everything goes through the camera chokepoints
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function fx_draw() -> void {
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if not fx_ready { return }
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function fx_draw(rt_core_st: mut RtCoreState, rt_fx_st: RtFxState) -> void {
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if not rt_fx_st.fx_ready { return }
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var i = 0
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while i < fx_sn {
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rt_fill_rect(fx_sx[i], fx_sy[i], fx_ssize[i], fx_ssize[i], fx_scolor[i])
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while i < rt_fx_st.fx_sn {
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rt_fill_rect(rt_core_st, rt_fx_st.fx_sx[i], rt_fx_st.fx_sy[i], rt_fx_st.fx_ssize[i], rt_fx_st.fx_ssize[i], rt_fx_st.fx_scolor[i])
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i += 1
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}
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i = 0
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while i < fx_nn {
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rt_text_int(fx_nx[i] - 4, fx_ny[i] - 10, fx_nvalue[i], fx_ncolor[i], 1)
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while i < rt_fx_st.fx_nn {
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rt_text_int(rt_core_st, rt_fx_st.fx_nx[i] - 4, rt_fx_st.fx_ny[i] - 10, rt_fx_st.fx_nvalue[i], rt_fx_st.fx_ncolor[i], 1)
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i += 1
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}
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}
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